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Old 12th August 2009, 07:01 PM   #201 (permalink)
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I'm slightly confused.

Are we selecting races and such from the True-20 too?

The Psychic Wolves sound interesting, but I found nowhere to get more info to figure out what the heck they are.

Also, what roles are occupied at the moment, and what do we need?
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Complete Arcane
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Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 13th August 2009, 10:23 AM   #202 (permalink)
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No, it the beta is for the Blue Rose Campaign. We use the D&D standard races. In which are you interested? I can post them here.

@HolyMan: Wait with the copy until I'm finished
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Old 13th August 2009, 03:18 PM   #203 (permalink)
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Copy that WD
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Old 15th August 2009, 11:55 PM   #204 (permalink)
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Um... I'm not sure yet, my race choices usually depend on what class I am taking.

What classes are available/taken, so I know where the gaps are?
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Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 16th August 2009, 03:26 AM   #205 (permalink)
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My character: Rayverim Thanderghast, Human Warrior.
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Old 16th August 2009, 03:33 AM   #206 (permalink)
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And I am Brawar human Wizard.
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Old 17th August 2009, 09:43 AM   #207 (permalink)
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So, we would need an expert (rogue) and a cleric (adept with healing powers).

If we should get short on players, it would be possible to combine the wizard and the cleric (if HolyMan doesn't mind).
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Old 17th August 2009, 06:54 PM   #208 (permalink)
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Quote:
Originally Posted by Walking Dad View Post
So, we would need an expert (rogue) and a cleric (adept with healing powers).

If we should get short on players, it would be possible to combine the wizard and the cleric (if HolyMan doesn't mind).
WD, is there a way to make a Druid-y type healer guy?
__________________


Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 18th August 2009, 04:13 AM   #209 (permalink)
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Quote:
Originally Posted by Walking Dad View Post
So, we would need an expert (rogue) and a cleric (adept with healing powers).

If we should get short on players, it would be possible to combine the wizard and the cleric (if HolyMan doesn't mind).
Not at all clerics are my fave class...

member i came in to take the wizards spot you lost at the beginning I will need help if you don't mind WD i don't know how to work dual classes in this would i go to lvl1 in each class??

HM
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Old 18th August 2009, 04:54 AM   #210 (permalink)
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HM, I can take some of the burden of spell-casting, if you want. I'd better wait a bit, though, since I'm our front-line Warrior, but if/when we make L3, I can branch out into healer, as well, that'll help take some of the pressure of of you, maybe. Or, since clerics are your "faves," maybe I could just take on some of the other Arcanist role and leave the healing to you? Or, maybe I should just shut up and swing my axe????

Last edited by Leif; 18th August 2009 at 04:58 AM..
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Old 18th August 2009, 05:25 AM   #211 (permalink)
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If you keep swinging I promise more than a few bull's str/enlarge/bless combos coming your way. If that is possible in true20 I have only gone over characters hmmm haven't seen a spell list


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Old 18th August 2009, 05:28 AM   #212 (permalink)
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Ok, we can work it that way, too.
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Old 18th August 2009, 07:40 AM   #213 (permalink)
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Quote:
Originally Posted by Theroc View Post
WD, is there a way to make a Druid-y type healer guy?

Just making sure Holyman and Leif saw me posting interest in being a Druid-y type HEALER guy... so they don't go and multiclass to cover the role.

Unless they WANT to be backup-healz.

__________________


Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 18th August 2009, 09:56 AM   #214 (permalink)
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The system is very free. There is only one 'magic' class. The adept. You just choose the powers you like (with DM consent). Also all classes gain a core ability. The standard for fighter is a kind of second wind in combat. For the adept to use a 'unknown' power. both cost one conviction / action point.

I could change this ability to something like a light wildshape for a druid or a turn undead for the cleric.


You need not to take two different adept roles. I would just allow more different powers.

Here are some sample powers:

Spoiler:

Cure
Fatiguing
You can heal injuries by touch. With a full-round action, you can grant a subject an immediate recovery check using your Cure check result in place of their Constitution check. If the recovery check fails, you must wait the normal recovery time for that condition or expend a level of fatigue before trying again. You can stabilize a dying character with a Difficulty 10 Cure check.
You can use Cure on yourself. You can’t cure your own staggered or unconscious conditions or stabilize yourself while dying, since you have to be conscious and able to take a full-round action to use Cure. You can use Cure on your own disabled conditions, but doing so is a strenuous action. If your recovery check is successful, you suffer no ill effects. If it is not, however, your condition worsens to dying.
Try Again: See above. Otherwise you can retry freely.
Time: Cure is a full-round action.

Elemental Blast
Fatiguing
Prerequisite: Cold, Earth, Energy, Fire, Water, or Wind Shaping
Your can strike a foe with a focused blast of elemental force. Your Elemental Blast is a normal ranged attack with a range increment of adept level x 10 feet and a maximum range of ten increments (adept level x 100 feet).
An Elemental Blast has a damage bonus equal to your adept level. Water and Wind Shaping strikes inflict non-lethal damage. If you have Weather Shaping, you can call lightning from storm clouds as an Elemental Blast. If you apply the Widen Power feat to an Elemental Blast, it affects all targets within a radius of adept level x 2 feet from the target point. Targets of a Widened Elemental Blast can make a Reflex saving throw. If successful, the blast only inflicts half damage on that target.
Time: Standard action.

Enhance Ability
Fatiguing
You can improve your Strength or Dexterity for a short time. A successful Enhance Ability check adds a bonus to either your Strength or Dexterity score for 1 minute (10 rounds). The result of the check indicates the amount of the bonus. If desired, you can split a bonus of +2 or greater between Strength and Dexterity.
Enhance Ability

Quote:
Difficulty Bonus
15 +1
20 +2
25 +3
30 +4
35 +5

Time: Enhance Ability is a standard action. The bonus lasts 10 rounds (1 minute). If you take 20 when making this check, you spend 2 minutes and suffer a +20 increase in the fatigue Difficulty.

Enhance Other
Fatiguing
This works like Enhance Ability, except you can enhance others’ abilities by touch, and cannot enhance your own abilities with it.
Special: The subject of this power must also make a Fortitude saving throw against fatigue (same Difficulty as the adept) when its duration runs out, to represent the strain placed on the subject’s body.

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PS: English is NOT my native language!

May the 4th be with you!

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Old 18th August 2009, 10:07 AM   #215 (permalink)
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Quote:
Originally Posted by Walking Dad View Post
The system is very free. There is only one 'magic' class. The adept. You just choose the powers you like (with DM consent). Also all classes gain a core ability. The standard for fighter is a kind of second wind in combat. For the adept to use a 'unknown' power. both cost one conviction / action point.

I could change this ability to something like a light wildshape for a druid or a turn undead for the cleric.


You need not to take two different adept roles. I would just allow more different powers.

Here are some sample powers:

Spoiler:

Cure
Fatiguing
You can heal injuries by touch. With a full-round action, you can grant a subject an immediate recovery check using your Cure check result in place of their Constitution check. If the recovery check fails, you must wait the normal recovery time for that condition or expend a level of fatigue before trying again. You can stabilize a dying character with a Difficulty 10 Cure check.
You can use Cure on yourself. You can’t cure your own staggered or unconscious conditions or stabilize yourself while dying, since you have to be conscious and able to take a full-round action to use Cure. You can use Cure on your own disabled conditions, but doing so is a strenuous action. If your recovery check is successful, you suffer no ill effects. If it is not, however, your condition worsens to dying.
Try Again: See above. Otherwise you can retry freely.
Time: Cure is a full-round action.

Elemental Blast
Fatiguing
Prerequisite: Cold, Earth, Energy, Fire, Water, or Wind Shaping
Your can strike a foe with a focused blast of elemental force. Your Elemental Blast is a normal ranged attack with a range increment of adept level x 10 feet and a maximum range of ten increments (adept level x 100 feet).
An Elemental Blast has a damage bonus equal to your adept level. Water and Wind Shaping strikes inflict non-lethal damage. If you have Weather Shaping, you can call lightning from storm clouds as an Elemental Blast. If you apply the Widen Power feat to an Elemental Blast, it affects all targets within a radius of adept level x 2 feet from the target point. Targets of a Widened Elemental Blast can make a Reflex saving throw. If successful, the blast only inflicts half damage on that target.
Time: Standard action.

Enhance Ability
Fatiguing
You can improve your Strength or Dexterity for a short time. A successful Enhance Ability check adds a bonus to either your Strength or Dexterity score for 1 minute (10 rounds). The result of the check indicates the amount of the bonus. If desired, you can split a bonus of +2 or greater between Strength and Dexterity.
Enhance Ability




Time: Enhance Ability is a standard action. The bonus lasts 10 rounds (1 minute). If you take 20 when making this check, you spend 2 minutes and suffer a +20 increase in the fatigue Difficulty.

Enhance Other
Fatiguing
This works like Enhance Ability, except you can enhance others’ abilities by touch, and cannot enhance your own abilities with it.
Special: The subject of this power must also make a Fortitude saving throw against fatigue (same Difficulty as the adept) when its duration runs out, to represent the strain placed on the subject’s body.

Hm... sounds good. If I seem very dense, it's because I really have little experience with this system/this game's Character generation rules.

How do the stats work in True20 exactly? Like, do we roll a six sider for out stats or something, rather than the usual system where 18=+4?
__________________


Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 18th August 2009, 10:24 AM   #216 (permalink)
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Quote:
Originally Posted by Theroc View Post
Hm... sounds good. If I seem very dense, it's because I really have little experience with this system/this game's Character generation rules.

How do the stats work in True20 exactly? Like, do we roll a six sider for out stats or something, rather than the usual system where 18=+4?
It uses a point buy system:
Quote:
Originally Posted by Walking Dad View Post
They give you 6 points to distribute among your abilities (Str, Dex, etc.). The game effect is like standard D&D, but ignoring the score and using the ability mod only. Hope it helps. (Still no native speaker )
HolyMan did it correct:
Quote:
Originally Posted by HolyMan View Post
interested
from what i have read this is more role play than roll play and that is for me

check my stats WD did I do this right

STR: 10
DEX: 14 +2
CON: 12 +1
INT: 16 +3
WIS: 10
CHA: 10

so in true20 its STR:0 DEX:+2,CON:+1,INT:+3,WIS:0,CHA:0

thats unless someone else wants the wizard I can roleplay anything
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Old 18th August 2009, 11:05 AM   #217 (permalink)
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I'll try to get some of the basics down in the next day or so.
__________________


Source Materials I am able to access:


Accessible at almost any time:
http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic

These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.

I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
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Old 18th August 2009, 01:45 PM   #218 (permalink)
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Just so you know, Theroc, I'm perfectly happy just being the party meat-shield in this game!
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Old 26th August 2009, 12:17 PM   #219 (permalink)
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Are the new rules to much? We could re-start just after meeting the wizard and make the small hop to Pathfinder Rules:
Pathfinder Roleplaying Game Reference Document
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Old 26th August 2009, 04:45 PM   #220 (permalink)
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Pathfinder sounds way kool i have a cleric (of course in another game) the orisons rule is very kool

I thought this thread was dead because you were starting the Dark Sun thing you want us to play this or re-group over there and help out??


HM
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